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Esports Market

Esports Market Size, Share & Growth Analysis By Game Type (First Person Shooter (FPS), Multiplayer Online Battle Arena (MOBA), Real-time Strategy (RTS), Player Versus Player (PvP)), By Revenue Streams (Publisher Fees, Sponsorship, Media Rights, Merchandise & Tickets, Advertising), By Device (Smartphone, Computer, Tablet, Others), And Regional Forecast, 2021-2027

  • No of Pages: 100
  • Published On: Jul 2021
  • Format: PDF
  • Report ID : 34794

Report Summary

ESports are a form of competition using video games. Most commonly, eSports take the form of organized, multiplayer video game competitions, particularly between professional players. The most common video game genres associated with eSports are real-time strategy (RTS), first-person shooter (FPS), fighting, and multiplayer online battle arena (MOBA).

The esports market in APAC is expected to grow rapidly between 2020 and 2023. The increasing investments from sponsors and advertisers are fueling the demand for esports in this region.

The Global Esports Market size reached USD 1,169.6 Million in 2020 and is expected to register a revenue compound annual growth rate (CAGR) of 20.7% during the forecast period, 2021-2027.

This report studies the Esport market size by players, regions, product types and end industries, history data 2017-2020, and forecast data 2021-2027; This report also studies the global market competition landscape, market drivers and trends, opportunities and challenges, risks and entry barriers, sales channels, distributors and Porter's Five Forces Analysis.

esport market by cbcd

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This report focuses on the global top players, covered

  • Modern Times Group
  • Activision Blizzard
  • Valve Corporation
  • CJ Corporation
  • Electronic Arts
  • Nintendo
  • Turner Broadcasting System
  • Faceit
  • Gfinity
  • Hi Rez Studios
  • Kabum
  • Wargaming Public
  • Rovio Entertainment
  • Gungho Online Entertainment
  • Alisports

Market segment by Regions/Countries, this report covers

  • North America
  • Europe
  • China
  • Rest of Asia Pacific
  • Central & South America
  • Middle East & Africa

Esports Market By, Game Type

  • First Person Shooter (FPS)
  • Multiplayer Online Battle Arena (MOBA)
  • Real-time Strategy (RTS)
  • Player versus Player (PvP)

Esports Market By, Revenue Streams

  • Publisher Fees
  • Sponsorship
  • Media Rights
  • Merchandise & Tickets
  • Advertising

Esports Market By, Device

  • Smartphone
  • Computer
  • Tablet
  • Others

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The study objectives of this report are:

  • To study and forecast the market size of Esport in global market.
  • To analyze the global key players, SWOT analysis, value and global market share for top players.
  • To define, describe and forecast the market by type, end use and region.
  • To analyze and compare the market status and forecast among global major regions.
  • To analyze the global key regions market potential and advantage, opportunity and challenge, restraints and risks.
  • To identify significant trends and factors driving or inhibiting the market growth.
  • To analyze the opportunities in the market for stakeholders by identifying the high growth segments.
  • To strategically analyze each submarket with respect to individual growth trend and their contribution to the market
  • To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.
  • To strategically profile the key players and comprehensively analyze their growth strategies.

In this study, the years considered to estimate the market size of Esport are as follows:

History Year: 2017-2020

Base Year: 2020

Estimated Year: 2020

Forecast Year 2021 to 2027

For the data information by region, company, type and application, 2020 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

  • Key Stakeholders
  • Raw material suppliers
  • Distributors/traders/wholesalers/suppliers
  • Regulatory bodies, including government agencies and NGO
  • Commercial research & development (R&D) institutions
  • Importers and exporters
  • Government organizations, research organizations, and consulting firms
  • Trade associations and industry bodies
  • End-use industries

Available Customizations

With the given market data, EternityInsights offers customizations according to the company's specific needs. The following customization options are available for the report:

Further breakdown of Esport market on basis of the key contributing countries. Detailed analysis and profiling of additional market players.

 


Table Of Contents

Table of Contents

1 Industry Overview of Esport
    1.1  Esport Market Overview
        1.1.1 Esport Product Scope
        1.1.2 Market Status and Outlook
    1.2 Global Esport Market Size and Analysis by Regions
        1.2.1 North America
        1.2.2 Europe
        1.2.3 China
        1.2.4 Rest of Asia Pacific
        1.2.5 Central & South America
        1.2.6 Middle East & Africa
    1.3 Esport Market by Type
        1.3.1 Real-time strategy (RTS)
        1.3.2 First-person shooter (FPS)
        1.3.3 Multiplayer online battle arena (MOBA)
        1.3.4 Others
    1.4 Esport Market by End Users/Application
        1.4.1 Mobilehone & Tablet
        1.4.2 PC
        1.4.3 Video Game
        1.4.4 Other

2 Global Esport Competition Analysis by Players
    2.1 Esport Market Size (Value) by Players (2017 and 2020)
    2.2 Competitive Status and Trend
        2.2.1 Market Concentration Rate
        2.2.2 Product/Service Differences
        2.2.3 New Entrants
        2.2.4 The Technology Trends in Future

3 Company (Top Players) Profiles
    3.1 Modern Times Group
        3.1.1 Company Profile
        3.1.2 Main Business/Business Overview
        3.1.3 Products, Services and Solutions
        3.1.4 Esport Revenue (Value) (2017-2020)
        3.1.5 Recent Developments
    3.2 Activision Blizzard
        3.2.1 Company Profile
        3.2.2 Main Business/Business Overview
        3.2.3 Products, Services and Solutions
        3.2.4 Esport Revenue (Value) (2017-2020)
        3.2.5 Recent Developments
    3.3 Valve Corporation
        3.3.1 Company Profile
        3.3.2 Main Business/Business Overview
        3.3.3 Products, Services and Solutions
        3.3.4 Esport Revenue (Value) (2017-2020)
        3.3.5 Recent Developments
    3.4 CJ Corporation
        3.4.1 Company Profile
        3.4.2 Main Business/Business Overview
        3.4.3 Products, Services and Solutions
        3.4.4 Esport Revenue (Value) (2017-2020)
        3.4.5 Recent Developments
    3.5 Electronic Arts
        3.5.1 Company Profile
        3.5.2 Main Business/Business Overview
        3.5.3 Products, Services and Solutions
        3.5.4 Esport Revenue (Value) (2017-2020)
        3.5.5 Recent Developments
    3.6 Nintendo
        3.6.1 Company Profile
        3.6.2 Main Business/Business Overview
        3.6.3 Products, Services and Solutions
        3.6.4 Esport Revenue (Value) (2017-2020)
        3.6.5 Recent Developments
    3.7 Turner Broadcasting System
        3.7.1 Company Profile
        3.7.2 Main Business/Business Overview
        3.7.3 Products, Services and Solutions
        3.7.4 Esport Revenue (Value) (2017-2020)
        3.7.5 Recent Developments
    3.8 Faceit
        3.8.1 Company Profile
        3.8.2 Main Business/Business Overview
        3.8.3 Products, Services and Solutions
        3.8.4 Esport Revenue (Value) (2017-2020)
        3.8.5 Recent Developments
    3.9 Gfinity
        3.9.1 Company Profile
        3.9.2 Main Business/Business Overview
        3.9.3 Products, Services and Solutions
        3.9.4 Esport Revenue (Value) (2017-2020)
        3.9.5 Recent Developments
    3.10 Hi Rez Studios
        3.10.1 Company Profile
        3.10.2 Main Business/Business Overview
        3.10.3 Products, Services and Solutions
        3.10.4 Esport Revenue (Value) (2017-2020)
        3.10.5 Recent Developments
    3.11 Kabum
    3.12 Wargaming Public
    3.13 Rovio Entertainment
    3.14 Gungho Online Entertainment
    3.15 Alisports

4 Global Esport Market Size by Type and Application (2017-2020)
    4.1 Global Esport Market Size by Type (2017-2020)
    4.2 Global Esport Market Size by Application (2017-2020)
    4.3 Potential Application of Esport in Future
    4.4 Top Consumer/End Users of Esport

5 North America Esport Development Status and Outlook
    5.1 North America Esport Market Size (2017-2020)
    5.2 North America Esport Market Size and Market Share by Players (2017 and 2020)

6 Europe Esport Development Status and Outlook
    6.1 Europe Esport Market Size (2017-2020)
    6.2 Europe Esport Market Size and Market Share by Players (2017 and 2020)

7 China Esport Development Status and Outlook
    7.1 China Esport Market Size (2017-2020)
    7.2 China Esport Market Size and Market Share by Players (2017 and 2020)

8 Rest of Asia Pacific Esport Development Status and Outlook
    8.1 Rest of Asia Pacific Esport Market Size (2017-2020)
    8.2 Rest of Asia Pacific Esport Market Size and Market Share by Players (2017 and 2020)

9 Central & South America Esport Development Status and Outlook
    9.1 Central & South America Esport Market Size (2017-2020)
    9.2 Central & South America Esport Market Size and Market Share by Players (2017 and 2020)

10 Middle East & Africa Esport Development Status and Outlook
    10.1 Middle East & Africa Esport Market Size (2017-2020)
    10.2 Middle East & Africa Esport Market Size and Market Share by Players (2017 and 2020)

11 Market Forecast by Regions, Type and Application (2021-2027)
    11.1 Global Esport Market Size (Value) by Regions (2021-2027)
        11.1.1 North America Esport Revenue and Growth Rate (2021-2027)
        11.1.2 Europe Esport Revenue and Growth Rate (2021-2027)
        11.1.3 China Esport Revenue and Growth Rate (2021-2027)
        11.1.4 Rest of Asia Pacific Esport Revenue and Growth Rate (2021-2027)
        11.1.5 Central & South America Esport Revenue and Growth Rate (2021-2027)
        11.1.6 Middle East & Africa Esport Revenue and Growth Rate (2021-2027)
    11.2 Global Esport Market Size (Value) by Type (2021-2027)
    11.3 Global Esport Market Size by Application (2021-2027)

12 Esport Market Dynamics
    12.1 Esport Market Opportunities
    12.2 Esport Challenge and Risk
        12.2.1 Competition from Opponents
        12.2.2 Downside Risks of Economy
    12.3 Esport Market Constraints and Threat
        12.3.1 Threat from Substitute
        12.3.2 Government Policy
        12.3.3 Technology Risks
    12.4 Esport Market Driving Force
        12.4.1 Growing Demand from Emerging Markets
        12.4.2 Potential Application

13 Market Effect Factors Analysis
    13.1 Technology Progress/Risk
        13.1.1 Substitutes
        13.1.2 Technology Progress in Related Industry
    13.2 Consumer Needs Trend/Customer Preference
    13.3 External Environmental Change
        13.3.1 Economic Fluctuations
        13.3.2 Other Risk Factors

14 Research Finding/Conclusion

15 Appendix
    Methodology
    Analyst Introduction
    Data Source

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Frequently Asked Questions on this Report

The Esports Market is segmented based on Type, Application, and by region.

Key Player 1, Key Player 2, Key Player 3 and Key Player 4 are the leading players of global Esports market.

The forecast period would be from 2022 to 2030 in the market report with year 2021 as a base year.

Factors such as competitive strength and market positioning are key areas considered while selecting top companies to be profiled.
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